Name: Caser
Gender: Male
Age: 18
Race: Goblin
Appearance: Caser stands at a diminuitive 2 ft tall, making him similar in height to a human child of about 7 or 8 years of age. Though usually covered near completely, yellow eyes gleam from within a small strip of green skin, and his fingers appear long and spindly beneath the gloves.
Personality:
Caser relies on his small stature and cunning mind to secure his influence in a cutthroat society where might typically rules. Crafty, patient, and ruthless, very few who cross him survive for very long. 'Accidents' happen to them. Caser prefers to deal with things from the sidelines, and if forced into a direct confrontation will usually flee. If he ever chooses to meet you face to face, odds are he has multiple contingencies in place to ensure that any meeting happens on his own terms. As a consequence of the conditions he placed on his powers, he comes across as...eccentric, for want of a more polite term.
Caser is motivated by two things - survival and thrill. His work provides him with with security from the other threats in the underworld, as well as providing him with a consistent level of thrill in the execution of the job. Those on his good side will often find their job smooth sailing with Caser on board, while those who cross him usually find a rival gang, or the Infernian Guard, letting themselves into their 'secret' hideout.
Short Summary:
Caser was born into a sprawling family that made a living poaching swill-fish from the waters of the Soup Bowl. The work was risky and dangerous, and there was about one death per week, but they bred like...well, goblins. There were always more bodies to throw at the job, and the ones who died? Serves 'em right, more money for the rest. Of course as the Infernian Guard began to clamp down ever tighter, the money got worse and the death counts got higher. Caser was one of the luckier ones, surviving the two years it took for his Mark to begin manifesting. He was a natural, achieving full awakening in a matter of weeks.
The family were forced to move to more conventional criminal enterprises, but being goblins the majority of them were swiftly run out of business by larger, stronger competitors. This was a formative experience for the young Caser, who realised that in order to succeed and survive he would have to compete in an alternative manner. His powers had previously been put to use solely for watching out for Inferian Guard patrols, but the range had made them unsuitable for much else. So he placed several conditions upon himself, in order to extend his range. Relocating his hideout to the dusty and largely abandoned recesses of the In-Between, he sent out his eyes and ears and rapidly established a monopoly on the Information Brokering market...by exposing all his competitors and allowing them to be picked apart by Inferian Guard and criminal alike. That was the first day that the criminal world came to know the name Caser.
Obviously, many groups affiliated with the ousted brokers sought to get revenge, yet each one met with an unfortunate end, with their headquarters exposed to enemy or all their members arrested by the Inferian Guard. Several groups got the message, and stood down their efforts to expose him. Occasionally some upstart decides to try and cut in on the market, or unmask Caser in order to make a name for themselves. They usually do - just that name is on a jail cell door or a gravestone.
Caser is an invaluable ally, provided he's paid well enough. Those who pay well will go into their job with floorplans, guard schedules, key locations...everything a criminal would hope for for a smooth heist. Those who have made an enemy of him however usually find additional guards drafted in for the exact night they planned to strike, and that their planned escape routes are blocked off. His co-operation...or lack thereof can easily be the difference between success and failure.
Mark: SPY - etched into his left eye. As a result it is sightless.
Magic: The fundamentals of Caser's magic lie in conjuration, though he has placed conditions on all his abilities to improve their power.
Create Critter - A small creature, about the size of a mouse is created in Caser's palm. It is immobile, but is capable of sight. Caser is able to create up to ten of these in total, but they will evaporate should he see them with his own eyes.
Crittersight - Caser is capable of looking through up to 3 Critters simulataneously. In order to cast this spell, his flesh must be completely covered with fabric or other clothing or objects.
Critter Scuttle - Caser is capable of controlling a single Critter. He can move that Critter while seeing through its eyes, and he can control it as long as it remains within a 100ft radius of his body. In order to achieve such a wide range of control, he must spend 5 minutes immediately after ending this spell conducting a conversation with the puppet that he wears on his right hand. He currently has 3 different puppets, and wears different ones depending on his mood.
Philosausager: Philosausager likes to discuss moral and ethical dilemmas, as well as the relative tastiness of different sausages.
Mr Fruitloop: Mr Fruitloop believes that the Merchant Dragon is actually a ship crewed by aliens, and insists on arguing with Caser about this. He also insists that the surface is perfectly fine, and that the nobles regularly take jollies up there, but hide the truth from the common folk.
Eeyore: Eeyore is a gloomy pessimist, who constantly questions the point of everything Caser does. Caser usually ends up spending the 5 minutes trying to cheer up Eeyore, often to little effect,
Skills/Weaponry:
Formidable Intellect - Contrary to most of his race, Caser is incredibly mentally capable. He can process three different visual inputs simultaneously, and use the information he gathers to construct detailed floorplans, diagrams and strategies.
Masterful strategist - Caser avoids getting directly involved in fighting, preferring instead to pull the strings from behind the scenes. A master of playing the long con, he rarely moves unless all the pieces are in place.
Physically frail - Caser must live every day knowing that a good kick would probably kill him.
Shivz: He does carry several small knives on his person, but unless they hit somewhere really squishy they're unlikely to do much to a larger species.